mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
6678a747bb
- Added missing support for ray-like projectiles - Archmages, Evil Eyes and Beholders now use ray for shooting - New method to draw 1 pixel-wide line with color gradient at arbitrary angle - fixed incorrect attackClimaxFrame field for Archmages
272 lines
9.5 KiB
C++
272 lines
9.5 KiB
C++
/*
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* SDL_Extensions.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include <SDL_version.h>
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#include <SDL_render.h>
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#include <SDL_video.h>
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#include <SDL_events.h>
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#include "../../lib/int3.h"
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#include "Geometries.h"
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#include "../../lib/GameConstants.h"
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extern SDL_Window * mainWindow;
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extern SDL_Renderer * mainRenderer;
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extern SDL_Texture * screenTexture;
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inline void SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors)
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{
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SDL_SetPaletteColors(surface->format->palette,colors,firstcolor,ncolors);
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}
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inline void SDL_WarpMouse(int x, int y)
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{
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SDL_WarpMouseInWindow(mainWindow,x,y);
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}
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void SDL_UpdateRect(SDL_Surface *surface, int x, int y, int w, int h);
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inline bool isCtrlKeyDown()
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{
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LCTRL] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RCTRL];
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}
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inline bool isAltKeyDown()
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{
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LALT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RALT];
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}
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inline bool isShiftKeyDown()
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{
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return SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_LSHIFT] || SDL_GetKeyboardState(nullptr)[SDL_SCANCODE_RSHIFT];
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}
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namespace CSDL_Ext
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{
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//todo: should this better be assignment operator?
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STRONG_INLINE void colorAssign(SDL_Color & dest, const SDL_Color & source)
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{
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dest.r = source.r;
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dest.g = source.g;
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dest.b = source.b;
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dest.a = source.a;
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}
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inline void setAlpha(SDL_Surface * bg, int value)
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{
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SDL_SetSurfaceAlphaMod(bg, value);
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}
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}
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struct Rect;
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extern SDL_Surface * screen, *screen2, *screenBuf;
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void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst=screen);
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void blitAt(SDL_Surface * src, const SDL_Rect & pos, SDL_Surface * dst=screen);
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bool isItIn(const SDL_Rect * rect, int x, int y);
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bool isItInOrLowerBounds(const SDL_Rect * rect, int x, int y);
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/**
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* The colors class defines color constants of type SDL_Color.
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*/
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class Colors
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{
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public:
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/** the h3 yellow color, typically used for headlines */
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static const SDL_Color YELLOW;
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/** the standard h3 white color */
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static const SDL_Color WHITE;
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/** the metallic gold color used mostly as a border around buttons */
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static const SDL_Color METALLIC_GOLD;
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/** green color used for in-game console */
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static const SDL_Color GREEN;
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/** the h3 orange color, used for blocked buttons */
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static const SDL_Color ORANGE;
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/** the h3 bright yellow color, used for selection border */
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static const SDL_Color BRIGHT_YELLOW;
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/** default key color for all 8 & 24 bit graphics */
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static const SDL_Color DEFAULT_KEY_COLOR;
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};
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//MSVC gives an error when calling abs with ui64 -> we add template that will match calls with unsigned arg and return it
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template<typename T>
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typename boost::enable_if_c<boost::is_unsigned<T>::type, T>::type abs(T arg)
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{
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return arg;
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}
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template<typename IntType>
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std::string makeNumberShort(IntType number, IntType maxLength = 3) //the output is a string containing at most 5 characters [4 if positive] (eg. intead 10000 it gives 10k)
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{
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IntType max = pow(10, maxLength);
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if (std::abs(number) < max)
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return boost::lexical_cast<std::string>(number);
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std::string symbols = " kMGTPE";
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auto iter = symbols.begin();
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while (number >= max)
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{
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number /= 1000;
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iter++;
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assert(iter != symbols.end());//should be enough even for int64
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}
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return boost::lexical_cast<std::string>(number) + *iter;
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}
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typedef void (*TColorPutter)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
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typedef void (*TColorPutterAlpha)(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
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inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
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{
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SDL_Rect ret;
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ret.h=hh;
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ret.w=ww;
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ret.x=xx;
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ret.y=yy;
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return ret;
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}
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template<int bpp, int incrementPtr>
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struct ColorPutter
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{
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static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B);
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static STRONG_INLINE void PutColor(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
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static STRONG_INLINE void PutColorAlphaSwitch(Uint8 *&ptr, const Uint8 & R, const Uint8 & G, const Uint8 & B, const Uint8 & A);
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static STRONG_INLINE void PutColor(Uint8 *&ptr, const SDL_Color & Color);
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static STRONG_INLINE void PutColorAlpha(Uint8 *&ptr, const SDL_Color & Color);
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static STRONG_INLINE void PutColorRow(Uint8 *&ptr, const SDL_Color & Color, size_t count);
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};
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typedef void (*BlitterWithRotationVal)(SDL_Surface *src,SDL_Rect srcRect, SDL_Surface * dst, SDL_Rect dstRect, ui8 rotation);
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class ColorShifter
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{
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public:
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virtual ~ColorShifter() = default;
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virtual SDL_Color shiftColor(SDL_Color clr) const = 0;
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};
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class ColorShifterLightBlue : public ColorShifter
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{
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public:
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SDL_Color shiftColor(SDL_Color clr) const override
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{
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clr.b = clr.b + (255 - clr.b) / 2;
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return clr;
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}
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};
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class ColorShifterDeepBlue : public ColorShifter
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{
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public:
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SDL_Color shiftColor(SDL_Color clr) const override
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{
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clr.b = 255;
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return clr;
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}
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};
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class ColorShifterDeepRed : public ColorShifter
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{
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public:
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SDL_Color shiftColor(SDL_Color clr) const override
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{
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clr.r = 255;
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return clr;
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}
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};
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namespace CSDL_Ext
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{
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/// helper that will safely set and un-set ClipRect for SDL_Surface
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class CClipRectGuard
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{
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SDL_Surface * surf;
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SDL_Rect oldRect;
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public:
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CClipRectGuard(SDL_Surface * surface, const SDL_Rect & rect):
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surf(surface)
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{
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SDL_GetClipRect(surf, &oldRect);
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SDL_SetClipRect(surf, &rect);
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}
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~CClipRectGuard()
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{
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SDL_SetClipRect(surf, &oldRect);
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}
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};
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void blitSurface(SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);
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void fillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
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void fillRectBlack(SDL_Surface * dst, SDL_Rect * dstrect);
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//fill dest image with source texture.
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void fillTexture(SDL_Surface *dst, SDL_Surface * sourceTexture);
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void SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
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void SDL_PutPixelWithoutRefreshIfInSurf(SDL_Surface *ekran, const int & x, const int & y, const Uint8 & R, const Uint8 & G, const Uint8 & B, Uint8 A = 255);
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SDL_Surface * verticalFlip(SDL_Surface * toRot); //vertical flip
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SDL_Surface * horizontalFlip(SDL_Surface * toRot); //horizontal flip
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Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
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void alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
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bool isTransparent(SDL_Surface * srf, int x, int y); //checks if surface is transparent at given position
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Uint8 *getPxPtr(const SDL_Surface * const &srf, const int x, const int y);
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TColorPutter getPutterFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
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TColorPutterAlpha getPutterAlphaFor(SDL_Surface * const &dest, int incrementing); //incrementing: -1, 0, 1
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template<int bpp>
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int blit8bppAlphaTo24bppT(const SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
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int blit8bppAlphaTo24bpp(const SDL_Surface * src, const SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect); //blits 8 bpp surface with alpha channel to 24 bpp surface
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Uint32 colorToUint32(const SDL_Color * color); //little endian only
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SDL_Color makeColor(ui8 r, ui8 g, ui8 b, ui8 a);
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void update(SDL_Surface * what = screen); //updates whole surface (default - main screen)
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void drawLine(SDL_Surface * sur, int x1, int y1, int x2, int y2, const SDL_Color & color1, const SDL_Color & color2);
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void drawBorder(SDL_Surface * sur, int x, int y, int w, int h, const int3 &color);
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void drawBorder(SDL_Surface * sur, const SDL_Rect &r, const int3 &color);
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void drawDashedBorder(SDL_Surface * sur, const Rect &r, const int3 &color);
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void setPlayerColor(SDL_Surface * sur, PlayerColor player); //sets correct color of flags; -1 for neutral
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std::string processStr(std::string str, std::vector<std::string> & tor); //replaces %s in string
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SDL_Surface * newSurface(int w, int h, SDL_Surface * mod=screen); //creates new surface, with flags/format same as in surface given
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SDL_Surface * copySurface(SDL_Surface * mod); //returns copy of given surface
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template<int bpp>
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SDL_Surface * createSurfaceWithBpp(int width, int height); //create surface with give bits per pixels value
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void VflipSurf(SDL_Surface * surf); //fluipis given surface by vertical axis
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//scale surface to required size.
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//nearest neighbour algorithm
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SDL_Surface * scaleSurfaceFast(SDL_Surface *surf, int width, int height);
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// bilinear filtering. Uses fallback to scaleSurfaceFast in case of indexed surfaces
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SDL_Surface * scaleSurface(SDL_Surface *surf, int width, int height);
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template<int bpp>
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void applyEffectBpp( SDL_Surface * surf, const SDL_Rect * rect, int mode );
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void applyEffect(SDL_Surface * surf, const SDL_Rect * rect, int mode); //mode: 0 - sepia, 1 - grayscale
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void startTextInput(SDL_Rect * where);
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void stopTextInput();
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void setColorKey(SDL_Surface * surface, SDL_Color color);
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///set key-color to 0,255,255
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void setDefaultColorKey(SDL_Surface * surface);
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///set key-color to 0,255,255 only if it exactly mapped
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void setDefaultColorKeyPresize(SDL_Surface * surface);
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}
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